Migrated my entire System from Windows to Linux this week!
I was terrified of breaking the game, but everything actually runs smoother now!
Also squeezed in a new Lava hazard to test our new environmental placement logic.
#ScreenshotSaturday#UE5#Linux#gamedev
I was trying to put the new animation in the grid but then... this happened and I'm not exactly sure why 😂 It's kinda funny watching the game in first-person tho!
#ScreenshotSaturday#gamedev#UE5#indiedev
Good news, my electric attack no longer vaporizes everything!
Even better, I added a new Fire Rock attack that properly evaporates water tiles!
I also hooked up a new QTE specifically for this ability.
WDYT?
#ScreenshotSaturday#UE5#gamedev#TacticalRPG
I was trying to record the new timing QTE for the plasma claw.
The QTE works, but the electric reaction accidentally wiped out the entire water grid.
Oops? Gotta love systemic combat! #ScreenshotSaturday#UE5#gamedev#indiegame
Cubes from 2 weeks ago are now actual mechanics!
Water tiles affect movement & react to electric attacks, spreading damage to adjacent hazards.
(And yes, a bug made it deal a lot of damage, balance is fine I guess 💀)
#ScreenshotSaturday#UE5#gamedev#indiegame
Building on the interaction logic from 2 weeks ago! 🧱
Now, interacting with objects triggers environmental shifts—lowering walls to dynamically open new paths on the tactical grid. Puzzle mechanics are taking shape!
#ScreenshotSaturday#UE5#gamedev
Note to self: Don't punch random boxes in Overcharge. 📦❌💥
Implemented destructible hazard logic for this #ScreenshotSaturday. Hitting it damages it's surroundings, inflicts Stun, and destroys the object. White box but deadly!
#UE5#gamedev#indiegame
Unreal UI is a beast, so I built a HUD Master to tame it!
Spent the week refactoring UI into a modular system. Character cards, HP bars, and a (partially functional) timeline are in! (Don't look too close at the timeline logic yet 😅)
#screenshotsaturday#gamedev#indiedev#UE5
The Action Menu is now alive! ⚔️
You can finally toggle between skills and see their different ranges on the grid. No damage being dealt yet, but at least the UI is starting to behave, kinda 🫠
#screenshotsaturday#indiedev#gamedev#UE5
Finally got to fix last week's bugs and implement the full combat camera movement for Overcharge! Now we have full control to explore the 3D battlefield!
#screenshotsaturday#gamedev#indiedev#UnrealEngine
It was a heavy week with university tasks, so I took a lil break from code and focused on practicing something else 🎵
Here's another musical sketch for Overcharge that I've been working on, aiming for a battle theme vibe. Hope you like it!
#screenshotsaturday#gamedev#indiedev
This week's progress on Overcharge wasn't just code, I'm also learning music theory! 🎵
This is a little practice piece I made, a first sketch for a theme for the game. What do you think?
#screenshotsaturday#gamedev#musicproduction#indiedev